Tony Hawk's Pro Skater 2

More of the same?

When Tony Hawk finally reaches the end of his prime, and decides
it's time to hang up his knee-pads and decks in exchange for a
comfy sofa and some of those really warm-looking tartan slippers,
he'll get the chance to sit and reflect on exactly how much of a
legend he truly is. Mr. Hawk is truly the god of baggy-trousered
self-inflicted injury at the expense of skurfing around on wooden
planks, and is surely The One, looked up to by thousands of slacker
15 year-olds the world over (well… at least looked up to by
those little gits with Limp Bizkit t-shirts whizzing round my shins
whilst I go about my business down the town).
Not only has Tony managed to influence wannabe skaters everywhere,
but he also managed to (with the help of Neversoft, natch)
infiltrate the videogames industry in a supremely stylish and
surprising manner, starring and advising in one of the most
outstandingly playable and addictive games of the last decade.
Obviously not content with appearing in a digital form with his
mates in one millennium, he's popped back in this one to show off
his elite skateboarding skills once more.
On first impressions, THPS2 proves to be pretty much standard
fare. I was really very concerned as to exactly how Neversoft were
going to revive the formula that made the original so damned fun
without treading the exact same path. Playing for a while on the
free skate mode (with only one level open to me at the start of the
game to practise on, which is a bit stingy really, isn't it?) I got
the idea that although marginally improved graphically and audibly
- blood is spilled, boards fly, skaters fall over far more
impressively, and the general spot sound effects are wonderfully
realistic - not a lot had changed in the basic gameplay stakes.
This wasn't a good start, to be honest.

Dress-me-up Tony™

Hopping back to the menu screen, I chose to start my career as a
self-styled skater, as opposed to one of the pre-defined
pro-circuit dudes. Once I had managed to find worryingly similar
clothing in the range to what I was wearing at the time, I chose my
skaters stats, which contribute to your player's adeptness at
certain skills and trickery, and once I was happy, I proceeded to
start the game.
Whilst the first level loaded, I was shown an almost daunting list
of tasks to fulfil in order to gain cash for progression onto the
later stages in the game. Tasks range from bog-standard high-score
acquisition to the collection of a set number of locale-relevant
icons (pilots badges for the aircraft hangar level, hall passes for
the school level… you get the idea). In fact… a great
deal of the game relies on this old-skool gaming idea of icon
collection, and I would've expected Neversoft, in the their
apparent infinite wisdom, to come up with something a little more
interesting to spend you time on.
Much fun is garnered, however, from trying to locate secret areas
housing mission-critical objectives, and the complete freedom the
player has truly enhances the experience as opposed to the so-far
lacklustre offerings from the opposition.

This is a hard hat zone

And so all is well, right? We get to skate and grind it up and
stuff, yeah? Man? Well… it's not as simple as that. On the
surface, Neversoft appear to have delivered merely an update to
last years smash hit, with apparently hardly any real U.S.P….
until you discover what's inside the wrapper… yes kids, we've
got a level editor on our hands. A level editor!
In a stroke of forethought unmatched by the great majority of
console developers, Neversoft have not only created some of the
most wonderfully detailed architecture for you to grind your way
around in-game, but they're also going to let you construct your
own knee-grazing factory! Furthermore is the fact that it
works, and so, so brilliantly as well. Use of the editor is
so simple it's almost too much so. You're given a blank canvas and
the option of a setting, like a warehouse or a park, then a huge
array of different pieces, which you cycle through using the
shoulder buttons. Complex bowl, half-pipe and rail constructions
are really astoundingly simple to build, and are playable almost
immediately at any stage of completion.
To say that the ability to build your own levels adds to the
longevity is an overwhelming overstatement, and it's just a shame
that the PSX doesn't have online capabilities for the swapping and
downloading of levels, but not to fear, because the levels are very
economic with memory card real-estate.

A progression for the better

Where Tony Hawk's Pro Skater went wrong, the sequel more than makes
up for its shortcomings. Levels are varied and unashamedly fun,
sound effects are spot-on, graphically the PlayStation is pushed to
its limit, and finding the limit of the secrets and moves on offer
here will keep you playing for months. Add to this the infinite
possibilities of expansion with the level editor, and the
emphatically fun multiplayer modes, and you have a game that is
more than worthy of your money, even if you own the original.
In some respects, the THPS formula may have lost some of its
sparkle and shine, but Neversoft have made a sterling attempt to
re-emphasising and reviving a game that scarcely put a foot wrong
in the first place.

Conclusion

This is a beautiful, wonderful, and absolutely life-conquering
beast of a game… it's the supreme champion of extreme sports
gaming, and I just hope that Neversoft don't ruin it by attempting
a further update, because I'm absolutely certain they're simply not
going to be able to follow this up. Enjoy your slippers, Tony; this
is something to tell the grandkids about.

This is my public bio. There are many others like it, but this one is mine. My public bio is my best friend. It is my life. I must master it as I must master my life. Without me, my public bio is useless. Without my public bio, I am useless.